Dylan Henderson
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  • Kings Park, NY
  • United States
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Dylan Henderson's Discussions

Wire Armature Ripping Through Clay Puppet Body

Started this discussion. Last reply by Scott DaRos Mar 19. 2 Replies

So I've hardly ever worked with clay when animating unless it's been baked but I wanted to try something new and create a character with plasticity. I'm working with Van Aken Plastalina because I had…Continue

Character Proof of Concept

Started this discussion. Last reply by Simon Tytherleigh Mar 10. 5 Replies

Hey all, I just finished this little scene to test a character design for an upcoming short. I haven't edited the rigs out yet but I was hoping for some general feedback since I haven't done much…Continue

Walk Cycle Confusion

Started this discussion. Last reply by Simon Tytherleigh Dec 28, 2019. 4 Replies

Hello, I'm working on practicing my walk cycles and keep running into a frustrating problem. As I move to the "down" pose from the "contact" pose my puppet's head height is actually raising compared…Continue

Tags: Cycle, Walk

 

Dylan Henderson's Page

Latest Activity

Scott DaRos replied to Dylan Henderson's discussion Wire Armature Ripping Through Clay Puppet Body
"You don't need a very strong wire inside of the clay because the clay can hold itself in place. You might not even need a wire. There's a couple of things that I've done to avoid wires tearing through the clay: I always like to…"
Mar 19
Dylan Henderson replied to Dylan Henderson's discussion Wire Armature Ripping Through Clay Puppet Body
Mar 18
Dylan Henderson posted a discussion

Wire Armature Ripping Through Clay Puppet Body

So I've hardly ever worked with clay when animating unless it's been baked but I wanted to try something new and create a character with plasticity. I'm working with Van Aken Plastalina because I had some lying around and built the character (a severed finger) around braided 16g armature wire. Here's the problem: I can't really bend the wire inside the clay without simply squishing the clay and ruining the puppet. I waited for the clay to cool and toughen since I hade just been working with it…See More
Mar 18
Simon Tytherleigh replied to Dylan Henderson's discussion Character Proof of Concept
"Nice video!  Dunno if this might help with the cape, but I made one using two thin layers of cloth and dressmaking interfacing to glue them together. This has the effect of stiffening it up but still allowing creases and folds. I put wire round…"
Mar 10
KiteTheFire replied to Dylan Henderson's discussion Character Proof of Concept
"I honestly like this a lot. The cape must have been a major nuisance to deal with but I think it came out looking pretty natural so kudos on that"
Mar 7
Dylan Henderson replied to Dylan Henderson's discussion Character Proof of Concept
"Thank you both for the feedback. I find the idea of tracking the arc of the hips like I would a bouncing ball very useful!"
Mar 7
Adam Taylor replied to Dylan Henderson's discussion Character Proof of Concept
"I agree with Nick.  Give some floating time at the top of the jump and possibly even more pop to the hop.  Maybe you could try the timing out with a "bouncing ball" until you get the feeling you are after.  Then make the…"
Mar 3
StopmoNick replied to Dylan Henderson's discussion Character Proof of Concept
"I like the character, and your stalk forward to the trash can is great!  (For me, a walk with a rig rather than tie downs is really difficult, and you pulled it off.) The jump is hard to follow because the cape kind of obscures the leg action,…"
Mar 2
Dylan Henderson posted a discussion

Character Proof of Concept

Hey all, I just finished this little scene to test a character design for an upcoming short. I haven't edited the rigs out yet but I was hoping for some general feedback since I haven't done much character animation. To me, the jump looks a little unnatural and working with the character's cape was a nightmare since the mesh I used to give it form was very rigid and required creasing in order to bend. The cape contributed the most to the chatter throughout the scene because of the difficulty I…See More
Mar 2
Simon Tytherleigh replied to Dylan Henderson's discussion Walk Cycle Confusion
"Are you able to draw guide lines on screen? Dragonframe has this facility, and it is incredibly useful to check head height. As Nick says, the down position shows clearly a bend in the leg, giving a push upwards and forwards to the pass position,…"
Dec 28, 2019
StopmoNick replied to Dylan Henderson's discussion Walk Cycle Confusion
"Ah, that's clearer!  I just looked at my copy of the Animator's Survival Kit - a much better guide than I could ever be!  I see, on page 142, Normal Walk Spacing, and the leading leg is straight when the heel makes Contact, but…"
Dec 26, 2019
Dylan Henderson replied to Dylan Henderson's discussion Walk Cycle Confusion
"Thanks for the advice. I have been studying videos of people walking and other animations as well and suppose that the best thing to do is keep trying. But to clarify what might have been ambiguous before: the type of walk I am working on is--I…"
Dec 25, 2019
StopmoNick replied to Dylan Henderson's discussion Walk Cycle Confusion
"There are many different walks, so that really unhelpful phrase "it depends" applies here.   If you want the puppet head to still go a bit lower as the weight moves onto the front foot, bend the knee a little.  With a really…"
Dec 24, 2019
Dylan Henderson posted a discussion

Walk Cycle Confusion

Hello, I'm working on practicing my walk cycles and keep running into a frustrating problem. As I move to the "down" pose from the "contact" pose my puppet's head height is actually raising compared to the previous position. At first, this seemed like it would be impossible but when I thought about it I figured out what was going on:The front and back feet are planted on the ground as a result of the "contact pose" and the puppet's body is continuing to move forward (obviously this forward…See More
Dec 23, 2019

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